Ellderon Posted March 14, 2005 Share Posted March 14, 2005 Argh! I don't understand this! How the hell do saber colours work? I looked ad in-game sabres and I'm totaly confused. First off, there is a single model for each saber colour (which would suggest that each model has it's own coloured blade.. total of 9 models) secondly, each basic sabre uti (11 of them?) calls it's own texture var (I thus deduce that it calls for the saber blade colour) the last two I bleive call for some of hte same texture var, so it's basicly 9 texture vars, which corresponds with the number of models But lastly, in the upcrystals.2da each color crystal is associated with a uti AND with what seems to be some colour template? Also, there are rows for WHITE and GOLD ???, but there isn't one for Cyan, alltough I do have a Cyan crystal (and i haven't seen a Gold one anywhere) WTF? My greatsabre colours are all mixed up! Link to comment Share on other sites More sharing options...
Achilles Posted March 14, 2005 Share Posted March 14, 2005 Not knowing what you've read/haven't read, tried/haven't tried, etc, I can only assume that you're having difficulty finding the blade textures in KT (???) Try ERFs>TexturePacks>swpc_tex_tpa.erf>W. About half way down the list you should find 9 entries that all begin with lsabre. I have no idea if this is what you need. Maybe an actual question will help clarify what it is we can do to help. Good luck! Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 14, 2005 Share Posted March 14, 2005 Gotta love half-assed work don't ya? Yeah, I'll have to admit, some of the underlying files in both KotOR and TSL are sloppy... (understatement at the lest).... Okay, bear with me... 1) I'm at work and I have no visual references.. this is all based on my horrid memory heheh and 2) this may take a post or three, we'll take small steps as we go * Simple things to clear up... -Gold = yellow, (w_lsabreyelo01.tpc) -Cyan = turquoise, (w_lsabreturq01.tpc) -Mantle = turquoise, (w_lsabreturq01.tpc) -White = I think is actually silver, though right off hand I can't remember if there actually is a line to reference silver, (w_lsabersilv01.tpc) EDIT: ahh, thanks to stoffe -mkb- White actually refers to Cyan, thanks for the heads up * upcrystals.2da stuff Row Label = umm..row label hehe Template = this is your crystal .uti file without extension. Whatever file is placed here, will activate the next 1-3 sabers listed in the same row (short, reg, dbl) shortmdlvar = this is your short saber .uti file (if any). When a crystal from the Template column is placed in a short saber, this .uti file (and associated model) becomes activated... longmdlvar = this is your regular saber .uti file (if any). When a crystal from the Template column is placed in a reg. saber, this .uti file (and associated model) becomes activated... dblmdlvar = this is your double saber .uti file (if any). When a crystal from the Template column is placed in a dbl saber, this .uti file (and associated model) becomes activated... **-note, it's always a good idea to name both the ResRef & Tag fields of your .uti file, the same name. Also, naming the .uti file itself the same will make matters much easier if you plan on scripting later on... Blade Colors *- we'll use blue as an example The color of the blade is determined in the model itself. No texture variations or model variations will help you as long as the model itself says, "This saber will be blue damnit"... hehe.. Now you can always trick it, by replacing the blue .tga with green, but the model is still saying "blue" you've just renamed blue to 'green'... not really what we're wanting to do in this case... Open up your model in a Hex editor and search for 4 references of a saber color. They'll be in this type format " w_lsabreblue01 " The easiest way to find them is to use the search or 'find' feature and look for "01". There' 4 references in a short and reg saber, 8 references in a double saber. The references are for each plane of the saber blade. If anyone has made a custom color and forgot the .txi file...you know all to well what these planes look like .... Now, for each reference you see, you need to change it's value to the color you want that particular model to be. NAME IT THE SAME COLOR, unless you want a multi-color blade... For every color of blade you want, you want a seperate model... so, if you want all the colors available...that's 9 different models (I think).... Blue, Green, Red, Yellow, Violet, Cyan, Silver, Veridian, Orange If you're more familiar with MDLOps and it's renamer feature, I highly recommend that method over Hexing. If your colors aren't the same character length, you can get into some problems. Especially when dealing with red (w_lsabrered01), it tends to cause problems if you rename a different color to equal red...you have less characters and filling in "." (dots) won't work... If you need tips on Renamer, just ask. Or if there's something that wasn't covered... Let us know! Link to comment Share on other sites More sharing options...
stoffe Posted March 14, 2005 Share Posted March 14, 2005 In upcrystals.2da: white = Cyan Heart = leftover junk from KOTOR Mantle = leftover junk from KOTOR In the saber UTI: ModelVariation points to the model file with the proper color for that saber. For example, the cyan crystal (listed as white in upcrystals.2da) points to g_w_lghtsbr10.uti. That file has a ModelVariation value of 8, which corresponds to the lightsaber model w_lghtsbr_008.mdl. Which is the saber model with a cyan colored blade. And that model internally uses the cyan blade texture. Link to comment Share on other sites More sharing options...
Ellderon Posted March 16, 2005 Author Share Posted March 16, 2005 Thanx for helping to clear things up guys... One I get back home, I'll get to work sorting hte mixu, and hopefully, finish hte damn thing and put it for download.. Link to comment Share on other sites More sharing options...
DarthVaxis Posted March 16, 2005 Share Posted March 16, 2005 Hmm, I made an aqua colored saber, all I did was extract w_lghtsbr_001.mdl/mdx, made an ascii version of it, opened that up and changed all the references to blue to aqua, then made lshandle01 become lshandle14 (I think it was 14 anyway, might have been 13), and Dummy47 rather than Dummy01.. and referenced to w_lghtsbr_012 .. (but the bitmap reference was left alone).. mdlops opened again, used replacer, bin model w_lghtsbr_001.mdl, ascii model w_lghtsbr_012ascii.mdl ... replaced lshandle01 with lshandle14.. , saved as w_lghtsbr_012.mdl/mdx .. opened it again and went to renamer to make sure all 4 planes were defined and viewed data to make sure all the animations were there.. Then got it in game. It worked... but.. whenever I leave my ship, there's like 2 planes that are permenantly lit. If I flourish my saber and it goes off, it stays off. But if I enter a new area, they're lit again. If I rotate the camera, they disappear, but rotate it back, they're there. ... How do I fix this? Link to comment Share on other sites More sharing options...
Darkkender Posted March 16, 2005 Share Posted March 16, 2005 On a side note there are alot more single bladed lightsaber models than short or double sabers which throws off any set pattern between short and double sabers. Also some sabers are exact duplicates of each other such as the old HOTG color saber. There are 2 in game files with this color. Also I think one of the lightsaber models icon does not match the blade color. Link to comment Share on other sites More sharing options...
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